145 lines
4.6 KiB
Lua
145 lines
4.6 KiB
Lua
local love = require("love")
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function love.load()
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arenaWidth = 800
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arenaHeight = 600
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shipX = arenaWidth / 2
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shipY = arenaHeight / 2
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shipAngle = 0
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shipSpeedX = 0
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shipSpeedY = 0
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shipRadius = 30
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bullets = {}
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bulletTimerLimit = 0.5
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bulletTimer = bulletTimerLimit
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bulletRadius = 5
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asteroids = {
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{
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x = 100,
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y = 100,
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},
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{
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x = arenaWidth - 100,
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y = 100,
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},
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{
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x = arenaWidth / 2,
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y = arenaHeight - 100,
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}
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}
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for asteroidIndex, asteroid in ipairs(asteroids) do
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asteroid.angle = love.math.random() * (2 * math.pi)
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end
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asteroidRadius = 80
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end
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function love.update(dt)
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local turnSpeed = 10
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if love.keyboard.isDown('right') then
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shipAngle = shipAngle + turnSpeed * dt
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end
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if love.keyboard.isDown('left') then
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shipAngle = shipAngle - turnSpeed * dt
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end
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shipAngle = shipAngle % (2 * math.pi)
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if love.keyboard.isDown('up') then
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local shipSpeed = 100
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shipSpeedX = shipSpeedX + math.cos(shipAngle) * shipSpeed * dt
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shipSpeedY = shipSpeedY + math.sin(shipAngle) * shipSpeed * dt
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end
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shipX = (shipX + shipSpeedX * dt) % arenaWidth
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shipY = (shipY + shipSpeedY * dt) % arenaHeight
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local function areCirclesIntersecting(aX, aY, aRadius, bX, bY, bRadius)
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return (aX - bX) ^ 2 + (aY - bY) ^ 2 <= (aRadius + bRadius) ^ 2
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end
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for bulletIndex = #bullets, 1, -1 do
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local bullet = bullets[bulletIndex]
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bullet.timeLeft = bullet.timeLeft - dt
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if bullet.timeLeft <= 0 then
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table.remove(bullets, bulletIndex)
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else
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local bulletSpeed = 500
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bullet.x = (bullet.x + math.cos(bullet.angle) * bulletSpeed * dt) % arenaWidth
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bullet.y = (bullet.y + math.sin(bullet.angle) * bulletSpeed * dt) % arenaHeight
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end
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for asteroidIndex = #asteroids, 1, -1 do
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local asteroid = asteroids[asteroidIndex]
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if areCirclesIntersecting(bullet.x, bullet.y, bulletRadius, asteroid.x, asteroid.y, asteroidRadius) then
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table.remove(bullets, bulletIndex)
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local angle1 = love.math.random() * (2 * math.pi)
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local angle2 = (angle1 - math.pi) % (2 * math.pi)
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table.insert(asteroids, {
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x = asteroid.x,
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y = asteroid.y,
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angle = angle1,
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})
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table.insert(asteroids, {
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x = asteroid.x,
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y = asteroid.y,
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angle = angle2,
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})
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table.remove(asteroids, asteroidIndex)
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break
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end
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end
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end
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bulletTimer = bulletTimer + dt
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if love.keyboard.isDown('s') then
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if bulletTimer >= bulletTimerLimit then
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bulletTimer = 0
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table.insert(bullets, {
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x = shipX + math.cos(shipAngle) * shipRadius,
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y = shipY + math.sin(shipAngle) * shipRadius,
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angle = shipAngle,
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timeLeft = 4,
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})
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end
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end
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for asteroidIndex, asteroid in ipairs(asteroids) do
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local asteroidSpeed = 20
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asteroid.x = (asteroid.x + math.cos(asteroid.angle) * asteroidSpeed * dt) % arenaWidth
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asteroid.y = (asteroid.y + math.sin(asteroid.angle) * asteroidSpeed * dt) % arenaHeight
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if areCirclesIntersecting(shipX, shipY, shipRadius, asteroid.x, asteroid.y, asteroidRadius) then
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love.load()
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break
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end
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end
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end
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function love.draw()
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for y = -1, 1 do
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for x = -1, 1 do
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love.graphics.origin()
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love.graphics.translate(x * arenaWidth, y * arenaHeight)
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love.graphics.setColor(0, 0, 1)
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love.graphics.circle('fill', shipX, shipY, shipRadius)
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local shipCircleDistance = 20
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love.graphics.setColor(0, 1, 1)
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love.graphics.circle(
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'fill',
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shipX + math.cos(shipAngle) * shipCircleDistance,
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shipY + math.sin(shipAngle) * shipCircleDistance,
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5
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)
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for bulletIndex, bullet in ipairs(bullets) do
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love.graphics.setColor(0, 1, 0)
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love.graphics.circle('fill', bullet.x, bullet.y, 5)
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end
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for asteroidIndex, asteroid in ipairs(asteroids) do
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love.graphics.setColor(1, 1, 0)
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love.graphics.circle('fill', asteroid.x, asteroid.y, asteroidRadius)
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end
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end
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end
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end
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